Motherhome

WHAT - What is Motherland?

Motherland is an E6 Pathfinder campaign set in Suthstrond, a country in the continent of Caultas, in the world of Mothrime.
The following rules apply:
1) All characters are created at level 1.
2) 20-point purchase for building characters.
3) Starting HP is maxed. When you level up, you're assumed to gain an amount of maximum HP equal to half the maximum you could roll on your hit die, plus one; if you take Toughness, you can (for one level only) instead gain maximum HP equal to the maximum you could roll on your hit die. This replaces the usual +3 HP bonus, but not the other effects.
4) Starting gold is maxed, too.
5) All classes are fine. The races below are permitted.
6) All races have easier access to other Racial traits— see below.
7) A character may have weapon familiarity with any one branch of weapons.
8) Everyone must take Sudsk or Ormali as one of their spoken languages.


++++Players:
Xaras as Einrith
Sauber as Arareiks
TheGreatMeh as Jonas
Hamsterling as Bhern
fufufu?
Hawking?
???


WHO - The races of Mothrime

T h e _ M o n g r e l _ R a c e s
Dwarves and Humans: the Asmen - "Pigs"
Some scholars theorize that dwarves and humans may once have been two separate subspecies; indeed, the presence of archaeological evidence does somewhat lend this theory credence. True or not, dwarves and humans are now seen as simply two separate races of one common species of humans, with parent culture defining one's "dwarvishness" or "humanity" far more than one's stature or constitution.

Orcs and Half-Orcs - "Boars" and "Runts"
It's well known that orcs can just about breed with asmen, with some difficulty: the pregnancy rate between orcs and humans is rather low, and even lower with those of highly dwarven descent. Nonetheless, they're able to crossbreed, and there's a healthy amount of asman in the orcish gene-pool and vice-versa.

T h e _ P u r e - B l o o d e d
Elves - "Moles"
Kobolds/Ratlings - "Rats"
Selks - "Seals"
Munin - "Crows"

R u l e s _ C h a n g e s :
Changes to Dwarves:
- Dwarves replace their Darkvision with Low-Light Vision.
- Dwarves lose both Defensive Training and Hatred: they gain the Skilled human racial trait.
- A Dwarf's Rock Stepper ability ignores all stationary rough terrain, be it stone or not (for example, logs, gravestones, tables- but not people, rivers, or fires.)

Changes to Orcs and Half-Orcs:
- Orcs use the Half-Orc racial template, save they receive +4 to Str and a -2 to Int and Wis instead of the usual +2 to any attribute. Orcs additionally gain the Toothy Half-Orc trait, and may substitute it as though it were Orcish Ferocity.
- Half-Orcs and Orcs replace their Darkvision with Low-Light Vision.
- Half Orcs may replace Intimidating or Low-Light Vision with Skilled.

- The Mongrel Effect
Humans, Half-Orc, Orcs, and Dwarves races may each replace their Skilled racial trait with any of the following traits, from any race:
Human: Eye for Talent, Heart of the Fields, Heart of the Streets, Heart of the Wilderness;
Dwarf: Craftsman; Greed; Hardy; Lorekeeper; Magic Resistant; Relentless; Rockstepper; Stonecunning; Stonesinger; Stubborn; Sturdy.
Half-Orc: Bestial, Gatecrasher, Rock Climber, Sacred Tattoo, Scavenger.

Changes to Elves
- Elves lose Low-Light Vision and gain Dark Vision and Light Blindness.
- Elves may not take the following racial traits: Lightbringer, Woodcraft.
- Elvers may replace their Elven Magic with a Dwarf's Stonecunning or Stonesinger or a Half-Orc's Rock Climber.

Rules for Ratlings
- Kobolds use the Ratkin statline.
- Kobolds may take any one Halfling Alternative Racial Trait and may use the Halfling Favoured Class Alternatives.

Rules for Selks
- Selks use the Merfolk statline, save their landspeed is 20 feet and they receive -2 to their Dex rather than +2.
- Blubbery: Selks get the rather friggin' handy DR 1/Piercing.
- Selks may use the Human Favoured Class Alternatives.

Rules for Munin
- Munin use the Tengu statline.
- Munin may take any one Gnomish Alternative Racial Trait and may use the Gnome Favoured Class Alternatives.


WHERE - The World of Mothrime

Image Unavailable

N a t i o n s _ a n d _ E m p i r e s
Cautas
Sudstrond - Home of the Sudric, speakers of Sudsk
Directly south of Foldrgang, Sudstrond is an ocean region somewhere between subarctic and temperate in climate. Cold all the year around, Sudstrond is nonetheless warm enough to avoid permafrost; temperatures in winter tend to be a bit below freezing, while those in summer aren't a great deal higher.

Sudstrond is home to the Sudric and Ormali peoples, and also has a number of Sugoric orcish tribes.

Sudstrond used to be a part of the Foldrgang empire, way back when, but the relative inaccessibility combined with effective resistance managed to end that; the entire Foldrheim border and most of the Hrastland border are taken up by the Corrigan mountain range, a dangerous and wild place. Foldrgang still makes motions towards ownership of Sudstrond- there's been a number of attempted coups and lots of political manoeuvring over Sudstrond's crown, and the masters of Foldrheim have more than once issued laws that apply not only apply to their region, but to Sudstrond.
There's also the thorny issue of the 'taxation raids'— resolved thirty years ago, but still a bitter memory in the Sudstrond psyche.
Sudstrond is ruled by a monarch, King Carl Thravescroft- an ineffectual monarch who has devolved his responsibilities (though none of his power) to the (unicameral) Sudric Parliament in the capital city of Stavern.

Sudstrond boasts a large Munin population in its mountains; it also has a large number of orcs, both in tribes and in its cities— roughly 20% of its overall population.

Foldrgang - Home of the Foldric and other races, speakers of Court Norn and other languages.
The northernmost nation of Cautas, Foldrgang is a large empire of several nations, many peoples and many dialects. It stretches both north and west of Sudstrond, and runs between a temperate region to the south-west to fully arctic at its most northern points.
Foldrgang's capital city is Ingsloft, in Foldrgang itself, and it is presently ruled by King Heor Veling.

The regions closest to Sudstrond are Verjord, Hrathland, Foldrheim, and the central nation of Foldrgang itself. There are several peoples in the southern Foldric empire- the Ormali (everywhere, though least in Foldrgang), the Veringer (mostly in Verjord), and the Foldric (mostly in Foldrgang and Foldrheim).

Myrrnvangr - Home of the Vangri, speakers of Vangramal
A temperate country, Myrrnvangr- or 'Mirchamp' to its natives- is directly south-west of Sudstrond.
Myrrnvangr's afforded respect for the large numbers of iron mines it uses to arm and armour its military. There's a natural Vangri respect for soldiers and fighters that's made it into a national stereotype (with plenty of 'hilarious' double-entendres equating penises and swords), and the nation- while not Imperial- is still quite able to prosecute a war on enemy turf.
Myrrnvangr has more dwarves than humans in its population, and the extensive mining means the nation has a surprisingly large elvish population.

Dhyle - Home of the Thyr, speakers of Thyren.
A cold but humid country, Dhyle keeps a closed border with Foldrgang and isn't exactly open with Sudstrond. It's known as a secretive nation of sorcerors that follow strange varieties of Amhalweitan; indeed, this is a fairly accurate description of the country, as their most talented magicians tend to find themselves in places of power.
Dhyle's population is surprisingly dense in urbanized orcs, making up almost 60% of the nation's intelligent life; the amount of dwarves is, commensurately, very low.

Welkoth - Home of the Ostramen, speakers of Lagnorn.
Welkoth is mostly cold deserts and scrubland, but it's still known for the excellent craftsmanship of the textiles made in the region, and for the high-quality horses and cattle. It's also extremely dangerous, with monsters as dangerous as bears and manticores.

Orcadi - Home of the Orcan, speakers of Orcali.
Highly populated by Foldric speakers, Orcadi also speaks a more Goric dialect of Ormali- it's supposed by scholars that this is the place where the language originated.

Felvaskia
Generally known as a warm, mountainous, and humid continent, Felvaskia is made up of about ninteen different nations. Most notable are *Vichistrad, **Warlstrad, and Darland- the second of which is rumoured to be inhabited by the walking dead.

Magdyla
Another warmer, flatter continent, Magdyla is a collection of islands of various sizes and countries. It's known for how bizarre the races that inhabit the islands tend to be, and through here an assortment of traded luxuries come from even further afield- places like the Glass Islands and Imperial Leng.

L a n g u a g e s
- Sudsk is a dialect of Ormali and Vangramal, and will be transcribed in English. Terms from both languages are common, such as the Vangramal 'poultry' and Ormali 'hen', and thus the language is popular as a trading tongue. It's a Goric tongue, with heavy Enetian and Norn influences.
- Sugoric is represented by broken German. It is a Goric tongue.
- Court Norn is represented by broken Norse. It is a Norn tongue, evolved from Old Norn.
- Old Norn is represented by broken Gothic-Norse, and is a dead language.
- Ormali evolved from both Goric and Old Norn influences, and is represented by Beowulf-style Old English. It is a Norn and Goric tongue.
- Veringer is unlikely to come up, but can be assumed to sound somewhat like Danish. Despite this, it's technically a Goric and Enetian tongue.
- Vangramal, also known as Chamegian, is an Enetian language that evolved from Late Vatic. For gaming purposes, broken French will be used to represent Chamegian.
- Vatic is represented by broken Latin. It is an Enetian tongue, and generally a dead language.
- Thyren is represented by a broken hodgepodge of pidgin Greek and Slavic languages.
- Lagnorn is a Norn tongue, represented by broken pidgin Norwegian.
- Orkali is a Goric tongue represented by broken Yiddish.

R e l i g i o n s
Sannseid
Sannseid (Sansacre in Chamegian) is the religion that most of Cautas follows: it worships the Father God, Ing, and Vite Myrrn (Wint Mir in Chamegian). Ing created every world, but can do no more than continue creating, and so left Mothrime in the hands of Vite Myrrn. Vite Myrrn- being incomprehensible to mere mortals- in turn created the Ensi (Chamegian: San), to whom practitioners of Sannseid pray for guidance and help.

Sannseid also recognises the uncountable Ginregir (Chamegian: Jinn), other spirits that exist in Mothrime- some in the employ of Vite Myrrn, others hostile to every work of Ing; those that are killed every time an ant breathes, and those that could crush the moon if they were not constrained. They act as trickster-spirits in Sannseid.

Most of Sannseid's worship is to revere and thank Ing and Vite Myrrn, to thank and beg the Ensi, and to beg and placate the Ginregir. It should also be noted that, while the Ensi were mostly made by Vite Myrrn, orthodox Sannseid also worships those mortals who, after death, he brings into their ranks.

Sannseid believes in a heaven, Valheim (Chamegian: Feuxlume), and two hells: The first, conflated with Sraganism's Valgard, is a prison where the undeserving dead go to be reincarnated- either by proving themselves worthy, escaping, or waiting out a long, long sentence. The second is Czernogard (Chamegian: Malegarde), where the czernregir (Chamegian: malejin)- hostile and sinister ginregir- are held, and to where they return when their mortal bodies die.

Sraganism
Sraganism is a common form of ancestor worship, often combined with Sannseid. It's defined by reverence of one's most admirable ancestors, and beseeches them- and the Valvekter (Goric: Lykewekter) that guard them- to lend their power to them, in return for offerings that they can use to enrich their lives in Valgard/Lykarcer, the lands of the dead.
Followers of Sannseid see Sraganism as cruel— worshipped ancestors are unlikely to leave Valgard as long as they remain worshipped, and thus their superstition constrains the dead.

Amhalweitan
Amhalweitan worships what the Sannreid followers call the Ginregir- or, to the Amhalweitan, 'amha'- the manifold spirits that inhabit the world: they do so without prejudice, but with suspicion- worshipping even the czernregir (to them, 'skohl') along with their less hostile cousins. They generally worship local spirits, though some pay reverence to greater spirits- such as the sky, or certain skohl- that can be worshipped wherever they are.


P u b l i c _ N P C _ S t a t s
Skymningagnist, Einrith's Horsey
Size/Race: Large animal. Alignment: Neutral Good
Init: +2; Senses: low-light vision, scent; Perception: +6

DEFENCE
AC: 11, touch: 11, flat-footed: 9 (+2 Dex, –1 size)
hp: 22 (2d8+6)
Fort: +9, Ref: +8, Will: +1
OFFENCE
Speed: 50 ft.
Melee: 2 hooves –1 (1d4+1)
Space: 10 ft.; Reach: 5 ft.
STATISTICS
Str: 16, Dex: 14, Con: 17, Int: 2, Wis: 13, Cha: 8
Base Atk: +2; CMB: +5; CMD :17 (21 vs. trip)
Feats: Endurance, Run, Light Armour Proficiency
Tricks: Attack Anything (2), Come, Defend, Down, Guard, Heel, Stay
Skills: Perception (1) +10, Swim +4,

Frijondi, Arareik's Eagle
Size/Race: Small animal. Alignment: Neutral.
Init: +2; Senses low-light vision; Perception +10

DEFENCE
AC: 14, touch: 13, flat-footed: 12 (+2 Dex, +1 natural, +1 size)
hp: 18 (2d8+2)
Fort: +6, Ref: +7, Will: +2

OFFENCE
Speed: 10 ft., fly: 80 ft. (average)
Melee: 2 talons +3 (1d4), bite +3 (1d4)

STATISTICS
Str: 10, Dex: 15, Con: 12, Int: 2, Wis: 15, Cha: 7
Base Atk: +0; CMB: –1; CMD: 11
Feats: Weapon Finesse
Skills: Fly +12, Perception +14; Racial Modifiers: +8 Perception.
Class Skills: Perception, Fly

Tricks:
Attack, Come, Down, Fetch
Heel, Seek, Stay, Defend

Feats:
Flyby Attack

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License